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				October 7th, 2003, 02:14 AM
			
			
			
		  
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				Major General 
				
				
				
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		Editing a spell's stats would achieve the same goal as being able to remove them.  Don't like Summer Lions?  Change the cost to 500 gems.  Mind Duel?  Change it to 100 gems, and I suspect it will never again be cast in combat. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 7th, 2003, 07:15 AM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		As for weapon editors and such, I've one question related more to Dominions-PPP than DomII: Is there a comprehensive master list of all weapons and armor available in Dom-PPP somewhere, because the list given in the mon_edit.pdf was more of a guideline than a really comprehensive one. Would be nice to know.     
Edi  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 7th, 2003, 09:02 AM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Saber Cherry: 
Editing a spell's stats would achieve the same goal as being able to remove them.  Don't like Summer Lions?  Change the cost to 500 gems.  Mind Duel?  Change it to 100 gems, and I suspect it will never again be cast in combat.
			
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 Well maybe we will have the power to do these.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 7th, 2003, 06:01 PM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		Yup.      
		
	
		
		
		
		
		
		
			
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				October 7th, 2003, 11:10 PM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Mortifer: 
 quote: Originally posted by Saber Cherry: 
Editing a spell's stats would achieve the same goal as being able to remove them.  Don't like Summer Lions?  Change the cost to 500 gems.  Mind Duel?  Change it to 100 gems, and I suspect it will never again be cast in combat. 
			
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 Well maybe we will have the power to do these.       Yes, "spell editing" would be a neat feature. 
((If we can disable spells only, that is all good as well.)) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 7th, 2003, 11:18 PM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.     
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.  
		
	
		
		
		
		
		
		
			
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				October 7th, 2003, 11:29 PM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Gandalf Parker: 
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.       
 
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like.
			
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 Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells. 
If we cannot disable spells, we cannot make good scenarios. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 8th, 2003, 12:34 AM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Gandalf Parker: 
 I want people to enjoy the game but I dont want everyone playing different games.       
			
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 Why not?  If somebody would enjoy the game more with mind duel costing 1 gem instead of just fatigue, how does that bother you? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 8th, 2003, 03:25 AM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		Disabling spells sounds good. I dont want to jinx Dom 2 before its even out  but there were some spells which caused alot of discussion in Dom 1. I think we might have been happy with an option to just remove the use of certain spells that caused imbalance arguments. It would be a way to agree on a "temp fix" until a patch arrives. 
		
	
		
		
		
		
		
		
			
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				October 8th, 2003, 09:18 AM
			
			
			
		  
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				Re: Making mods for Dominions II. [Basic editing/modding discussion.]
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Mortifer: 
  quote: Originally posted by Gandalf Parker: 
I know Im a party pooper but I think editing spells would be too far. I want people to enjoy the game but I dont want everyone playing different games.           
 
Maybe a switch or a game-setting in the menu that would allow for a general raising of spell costs that use gems. That I would like. 
			
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 Yes editing spells is a bit too much. But disabling spells is a must have if we talk about spells. 
If we cannot disable spells, we cannot make good scenarios. I agree too. Disabling spells is the best what we can get and yes it is a must have as youve said. Editing spells is pointless, because if you want to make a mod, you just choose out the spells what you will need, and simply disable the rest. There is a huge spell arsenal in Doms II. so it won't be a problem.      
  
 [ October 08, 2003, 08:19: Message edited by: DominionsFAN ] 
		
	
		
		
		
		
		
		
			
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
			  
		
		
		
		
		
		
	
		
		
	
	
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